Monday, June 21, 2010

MUD Concept

MUD Concept

Stats

There are a massive number of stats that are intentionally left unexplained to the player as to their exact nature. This can be done because it's an obscured and automated action by the PC. They are all used to determine derived values. This is done on a d20 system using a

Physical Strength (How physically strong you are)

Physical Constitution (How physically resistant to harm you are)

Physical Dexterity (How precise you are with your motions)

Physical Agility (How graceful you are)

Physical Reaction (How quick you react)

Physical Charisma (How attractive you are)

Mental Intelligence (How much you know academically)

Mental Wisdom (How broad of a range of topics you are knowledgeable about)

If the value of the “to hit” roll is less than your Constitution Modifier you get your Constitution Modifier in damage reduction.

If To Hit <>

Critical Hit

If the value of the “to hit” roll is twice the AC of the target then you add a x2 multiplier to all damage dealt. If it is three times the AC, this bonus becomes x3. Four times the damage, x4- so on and so forth.

Stats are only generated and directly increased upon character creation. Every level a character gains two points to spend on “Attunement” and/or “Role”. Every 5th rank in a role the character gains a bonus to a derived stat. (“To hit” or AC) Every 5th rank in a attunement gains them acess to a new domain

Power Sources

Divine (General)

Divine (Heaven)

Divine (Hell)

Divine (Disease)

Divine (Cruelty)

Divine (Excess)

Arcane (General)

Arcane (Elemental)

Arcane (Fire)

Arcane (Wind)

Arcane (Water)

Arcane (Earth)

Arcane (Necromantic)

Emotional (General)

Emotional (Rage)

Emotional (Serenity)

Emotional (Deception)

Roles

Striker (This offers offensive skills)

Defender (This offers defensive skills)

Leader (This buffs allies/debuffs enemies)

Crafter (Increasing this allows a character to craft more/better.)

Academic (They study things. Effectively this makes them gain a wider degree of use out of their per-existing skills. It's an option vs progression thing and this is pure “option”. )

Explanation:

Lets say Timmy has 5 points in Divine (General) and he unlocked Divine (Heaven) and has 5 points in it too. He likes to hit things so he has 5 points in the Striker role. From his striker role he gains the ability “Slash”. Because he has unlocked Divine (Heaven) he can use the “Holy” descriptor on all of his abilities he gains from his roles. In this case he now has “Holy Slash” which deals additional holy damage.

Lets take a look at Timmy if he had put 5 points into the “Defender” roll rather than the Striker role. He would have gained “Guard” which raises his AC by 1 when used. Since he has Divine (General) he can raise his AC by ½ his Devotion Modifier as well!

If Timmy had kept his striker role but instead took Arcane (General) and Arcane (Fire) he would have had “Fire Slash” which dealt fire damage instead of holy damage!

3 comments:

Well I've done a LOT of MUDs and the most compelling ones where ones whose mechanics where INTENTIONALLY no divulged and where needlessly complex (to foil people from discovering them). The 4th ed roles what just an example.